using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using xpe;
namespace testParticleEngine
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        ParticleSystem system;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferWidth = 512;
            graphics.PreferredBackBufferHeight = 512;
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            graphics.SynchronizeWithVerticalRetrace = true;

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            Particle particle;
            ParticleEmitter emitter;

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here

            // Check the graphics device used by the game for the necessary shader support.
            GraphicsDeviceCapabilities caps = graphics.GraphicsDevice.GraphicsDeviceCapabilities;

            System.Diagnostics.Debug.WriteLine(caps.MaxVertexShaderProfile);
            System.Diagnostics.Debug.WriteLine(caps.MaxPixelShaderProfile);
            System.Diagnostics.Debug.WriteLine(caps.MaxSimultaneousRenderTargets);

            particle = new Particle(ParticleType.Point, Content.Load<Texture2D>("textures/particle"));

            emitter = new ParticleEmitter(EmitterType.Point);

            system = new ParticleSystem(particle, emitter, 262144);

            system.InitializeSystem(graphics.GraphicsDevice, Content);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            float tpf;

            tpf = (float) gameTime.ElapsedGameTime.TotalSeconds;

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            system.Update(graphics.GraphicsDevice, tpf);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            float tpf;

            tpf = (float)gameTime.ElapsedGameTime.TotalSeconds;

            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here

            system.Update(graphics.GraphicsDevice, tpf);

            base.Draw(gameTime);
        }
    }
}
